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uruk-ma [2022/08/26 05:11]
fenrir Rewrote comments, including upkeep (since I've heard upkeep is a big deal for Uruk)
uruk-ma [2022/08/27 02:48]
fenrir
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 |  {{:nations:ma:uruk:ashipu.png?nolink}}            | **??Ashipu??**\\ {{:misc:gui:gold.png?15&nolink}} 130\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                         | {{path>S1N1H1}} {{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ {{:abilities:disease_healer.png?20&nolink}} [[Disease Healer]](1)\\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]](10)                                                                                            | The **Ashipu**, exorcist-doctors (since the roles were the same [[https://en.wikipedia.org/wiki/A%C5%A1ipu|in Mesopotamia]]), are good general-use Mages if your budget allows them. They cure diseases, spam ??Healing Light?? in battle (if allowed), and serve as good Communion Slaves for the Mashmashu; having more than 20 HP makes ??Personal Regeneration?? heal 3 HP per turn (compared to the Naditu's 2) so they can handle quite a bit of use if given a little prep. \\ 52 upkeep (4.33 gold per turn).  | |  {{:nations:ma:uruk:ashipu.png?nolink}}            | **??Ashipu??**\\ {{:misc:gui:gold.png?15&nolink}} 130\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                         | {{path>S1N1H1}} {{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ {{:abilities:disease_healer.png?20&nolink}} [[Disease Healer]](1)\\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]](10)                                                                                            | The **Ashipu**, exorcist-doctors (since the roles were the same [[https://en.wikipedia.org/wiki/A%C5%A1ipu|in Mesopotamia]]), are good general-use Mages if your budget allows them. They cure diseases, spam ??Healing Light?? in battle (if allowed), and serve as good Communion Slaves for the Mashmashu; having more than 20 HP makes ??Personal Regeneration?? heal 3 HP per turn (compared to the Naditu's 2) so they can handle quite a bit of use if given a little prep. \\ 52 upkeep (4.33 gold per turn).  |
 |  {{:nations:ma:uruk:ishib.png?nolink}}             | **??Ishib#2950??**\\ {{:misc:gui:gold.png?15&nolink}} 155\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                     | {{path>W1H2,100%AWEN}} {{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]                                                                                                                                                                                                                          | The **Ishibs**, like the Gudus, have suffered a bit from the turning of the Ages. That being said, they're your most-reliable option for getting underwater; whether that's through crafting a ??Ring of Water Breathing?? for your Pretender, or through gearing a {{path>W2}} Ishib to do it himself. \\ 62 upkeep (5.17 gold per turn).                                                                                                                                    | |  {{:nations:ma:uruk:ishib.png?nolink}}             | **??Ishib#2950??**\\ {{:misc:gui:gold.png?15&nolink}} 155\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                     | {{path>W1H2,100%AWEN}} {{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]                                                                                                                                                                                                                          | The **Ishibs**, like the Gudus, have suffered a bit from the turning of the Ages. That being said, they're your most-reliable option for getting underwater; whether that's through crafting a ??Ring of Water Breathing?? for your Pretender, or through gearing a {{path>W2}} Ishib to do it himself. \\ 62 upkeep (5.17 gold per turn).                                                                                                                                    |
-|  {{:nations:ma:uruk:ereshdingir.png?nolink}}       | **??Ereshdingir??**\\ {{:misc:gui:gold.png?15&nolink}} 190\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                     | {{path>W1S2H2}} {{:misc:gui:research.png?15&nolink}} 11\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ {{:abilities:fortune_teller.png?15&nolink}} [[Fortune Teller]] (5%) \\ [[female]]                                                                                                                                            | The **Ereshdingir**, "queens of a god" (essentially meaning "priestesses") in Akkadian, are among the best Mages your off-capital forts can provide. They have one of the few crosspaths that //doesn't// offer some sort of combat magic, but the paths on their own have uses; {{path>S2}} in particular provides ??Mind Burn?? and ??Paralyze??, while {{path>W1}} eventually provides ??Frozen Heart??. \\ 76 upkeep (6.33 gold per turn).                                                                                                                                                                      |+|  {{:nations:ma:uruk:ereshdingir.png?nolink}}       | **??Ereshdingir??**\\ {{:misc:gui:gold.png?15&nolink}} 190\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                     | {{path>W1S2H2}} \\ {{:misc:gui:research.png?15&nolink}} 11\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ {{:abilities:fortune_teller.png?15&nolink}} [[Fortune Teller]] (5%) \\ [[female]]                                                                                                                                            | The **Ereshdingir**, "queens of a god" (essentially meaning "priestesses") in Akkadian, are among the best Mages your off-capital forts can provide. They have one of the few crosspaths that //doesn't// offer some sort of combat magic, but the paths on their own have uses; {{path>S2}} in particular provides ??Mind Burn?? and ??Paralyze??, while {{path>W1}} eventually provides ??Frozen Heart??. \\ 76 upkeep (6.33 gold per turn).                                                                                                                                                                      |
 |  {{:nations:ma:uruk:ensi.png?nolink}}              | **??Ensi#2943??**\\ {{:misc:gui:gold.png?15&nolink}} 215\\ {{:misc:gui:resources.png?15&nolink}} 19\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                      | {{path>W1N1H2,100%WESN}} \\ {{:misc:gui:research.png?15&nolink}} 11\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]](10)                                                                                                                                                      | The **Ensi**, King of his city and not much else, is Uruk's best commander of troops. 80 leadership, take it or leave it. He can also cast ??Mossbody??, and his Water/Earth/Astral/Nature random might let him cast something equally snazzy for thugging, such as ??Personal Regeneration??. If your main concern with him is spellcasting, then consider replacing his Scale Mail with something lighter. \\ 86 upkeep (7.17 gold per turn).                                                                                                                                         | |  {{:nations:ma:uruk:ensi.png?nolink}}              | **??Ensi#2943??**\\ {{:misc:gui:gold.png?15&nolink}} 215\\ {{:misc:gui:resources.png?15&nolink}} 19\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                      | {{path>W1N1H2,100%WESN}} \\ {{:misc:gui:research.png?15&nolink}} 11\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]](10)                                                                                                                                                      | The **Ensi**, King of his city and not much else, is Uruk's best commander of troops. 80 leadership, take it or leave it. He can also cast ??Mossbody??, and his Water/Earth/Astral/Nature random might let him cast something equally snazzy for thugging, such as ??Personal Regeneration??. If your main concern with him is spellcasting, then consider replacing his Scale Mail with something lighter. \\ 86 upkeep (7.17 gold per turn).                                                                                                                                         |
 |  {{:nations:ma:uruk:entu.png?nolink}}              | **??Entu#2948??**\\ {{:misc:gui:gold.png?15&nolink}} 275\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{path>W1S2H3,100%WESN,10%WESN}} \\ {{:misc:gui:research.png?15&nolink}} 13\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ {{:abilities:inspirational.png?15&nolink}} [[inspirational]] (2)\\ {{:abilities:fortune_teller.png?15&nolink}} [[Fortune Teller]] (10%)\\ {{:abilities:old_age.png?20&nolink}}[[Old Age]](51/50) \\ Female  | The **Entu** are the Highest Priestesses of Uruk, as in Mesopotamia. Having {{path>H3}} makes them able to bless entire armies, allowing other Priest-mages to get straight to the arcane magic (though you might need to script them for that). On the other hand, troops under an Entu's 40 Leadership fight as if she had 120 Leadership, making her serviceable for smaller bands of sacred troops. Magically speaking, Ereshdingir mesh best with Entu for Communions; piling up Entu can be difficult, given their high recruitment-point cost and their Old Age. Using Entu just for their magic is a bit debatable, since Mashmashu exist and have their own fitting Communion Slaves as well (the Ashipu), but sometimes you just need sky-high Water or Holy levels. For example, a {{path>W2}} Entu needs only four Slaves to cast ??Living Water?? or the thug-ruining ??Liquify??, while a {{path>W1}} Mashmashu needs eight. \\ 110 upkeep (9.17 gold per turn).                                                                                                                                          | |  {{:nations:ma:uruk:entu.png?nolink}}              | **??Entu#2948??**\\ {{:misc:gui:gold.png?15&nolink}} 275\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{path>W1S2H3,100%WESN,10%WESN}} \\ {{:misc:gui:research.png?15&nolink}} 13\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ {{:abilities:inspirational.png?15&nolink}} [[inspirational]] (2)\\ {{:abilities:fortune_teller.png?15&nolink}} [[Fortune Teller]] (10%)\\ {{:abilities:old_age.png?20&nolink}}[[Old Age]](51/50) \\ Female  | The **Entu** are the Highest Priestesses of Uruk, as in Mesopotamia. Having {{path>H3}} makes them able to bless entire armies, allowing other Priest-mages to get straight to the arcane magic (though you might need to script them for that). On the other hand, troops under an Entu's 40 Leadership fight as if she had 120 Leadership, making her serviceable for smaller bands of sacred troops. Magically speaking, Ereshdingir mesh best with Entu for Communions; piling up Entu can be difficult, given their high recruitment-point cost and their Old Age. Using Entu just for their magic is a bit debatable, since Mashmashu exist and have their own fitting Communion Slaves as well (the Ashipu), but sometimes you just need sky-high Water or Holy levels. For example, a {{path>W2}} Entu needs only four Slaves to cast ??Living Water?? or the thug-ruining ??Liquify??, while a {{path>W1}} Mashmashu needs eight. \\ 110 upkeep (9.17 gold per turn).                                                                                                                                          |
uruk-ma.txt · Last modified: 2022/09/13 03:27 by fenrir